@ifc-lite/renderer 1.30.1 → 1.33.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/aabb-edges.d.ts +6 -0
- package/dist/aabb-edges.d.ts.map +1 -0
- package/dist/aabb-edges.js +34 -0
- package/dist/aabb-edges.js.map +1 -0
- package/dist/camera-controls.d.ts +20 -0
- package/dist/camera-controls.d.ts.map +1 -1
- package/dist/camera-controls.js.map +1 -1
- package/dist/camera.d.ts +35 -0
- package/dist/camera.d.ts.map +1 -1
- package/dist/camera.js +22 -0
- package/dist/camera.js.map +1 -1
- package/dist/deviation/deviation-pipeline.d.ts +15 -1
- package/dist/deviation/deviation-pipeline.d.ts.map +1 -1
- package/dist/deviation/deviation-pipeline.js +33 -16
- package/dist/deviation/deviation-pipeline.js.map +1 -1
- package/dist/deviation/deviation-shader.wgsl.d.ts +1 -1
- package/dist/deviation/deviation-shader.wgsl.d.ts.map +1 -1
- package/dist/deviation/deviation-shader.wgsl.js +11 -2
- package/dist/deviation/deviation-shader.wgsl.js.map +1 -1
- package/dist/index.d.ts +32 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +68 -1
- package/dist/index.js.map +1 -1
- package/dist/picking-manager.d.ts.map +1 -1
- package/dist/picking-manager.js +9 -7
- package/dist/picking-manager.js.map +1 -1
- package/dist/pointcloud/point-cloud-node.d.ts +13 -2
- package/dist/pointcloud/point-cloud-node.d.ts.map +1 -1
- package/dist/pointcloud/point-cloud-node.js +50 -20
- package/dist/pointcloud/point-cloud-node.js.map +1 -1
- package/dist/scene.d.ts.map +1 -1
- package/dist/scene.js +7 -1
- package/dist/scene.js.map +1 -1
- package/dist/section-2d-overlay.d.ts +23 -0
- package/dist/section-2d-overlay.d.ts.map +1 -1
- package/dist/section-2d-overlay.js +97 -9
- package/dist/section-2d-overlay.js.map +1 -1
- package/dist/shaders/main.wgsl.d.ts +1 -1
- package/dist/shaders/main.wgsl.d.ts.map +1 -1
- package/dist/shaders/main.wgsl.js +14 -1
- package/dist/shaders/main.wgsl.js.map +1 -1
- package/dist/snap-detector.d.ts.map +1 -1
- package/dist/snap-detector.js +20 -4
- package/dist/snap-detector.js.map +1 -1
- package/dist/types.d.ts +6 -0
- package/dist/types.d.ts.map +1 -1
- package/package.json +2 -2
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@@ -82,6 +82,7 @@ export declare class Section2DOverlayRenderer {
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private format;
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private sampleCount;
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private initialized;
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+
private overlayLineColor;
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private fillVertexBuffer;
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private fillIndexBuffer;
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private fillIndexCount;
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@@ -93,6 +94,9 @@ export declare class Section2DOverlayRenderer {
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private alignmentLineVertexCount;
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private gridLineVertexBuffer;
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private gridLineVertexCount;
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private clashBoxLineVertexBuffer;
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private clashBoxLineVertexCount;
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private clashBoxLineColor;
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constructor(device: GPUDevice, format: GPUTextureFormat, sampleCount?: number);
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private init;
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/**
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@@ -133,6 +137,13 @@ export declare class Section2DOverlayRenderer {
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* Clear uploaded geometry
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*/
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clearGeometry(): void;
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/**
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* Set the colour of the overlay lines (annotation / alignment / grid) and the
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* section-cut outline, which share the line pipeline. RGBA components are in
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* 0..1. Defaults to opaque black; set e.g. a light colour to keep the lines
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* legible on a dark canvas. Takes effect on the next draw.
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*/
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setOverlayLineColor(color: readonly [number, number, number, number]): void;
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/**
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* Upload a flat Float32Array of 3D line-list vertices for the standalone
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* annotation overlay. Each segment is `[x1, y1, z1, x2, y2, z2]` in world
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@@ -180,6 +191,18 @@ export declare class Section2DOverlayRenderer {
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* `drawAlignmentLines3D`, reading from the separate grid buffer.
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*/
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drawGridLines3D(pass: GPURenderPassEncoder, viewProj: Float32Array): void;
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/** Colour for the clash-overlap box (its own, not the shared overlay colour). */
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setClashBoxLineColor(color: readonly [number, number, number, number]): void;
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/**
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* Upload the clash-overlap-box wireframe as a flat `[x,y,z, …]` line-list in
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* world space (12 AABB edges = 24 vertices). Separate buffer + colour from the
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* other overlays. Pass an empty array to clear. (#1277)
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*/
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uploadClashBoxLines3D(vertices: Float32Array): void;
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clearClashBoxLines3D(): void;
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hasClashBoxLines3D(): boolean;
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/** Draw the clash-overlap box in its own colour. Same line pipeline. (#1277) */
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drawClashBoxLines3D(pass: GPURenderPassEncoder, viewProj: Float32Array): void;
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/**
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* Check if there is geometry to draw
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*/
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@@ -1 +1 @@
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-
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+
{"version":3,"file":"section-2d-overlay.d.ts","sourceRoot":"","sources":["../src/section-2d-overlay.ts"],"names":[],"mappings":"AAeA,MAAM,WAAW,wBAAwB;IACvC,SAAS,EAAU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACpD,WAAW,EAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACpD,SAAS,EAAU,MAAM,CAAC;IAC1B,SAAS,EAAU,MAAM,CAAC;IAC1B,QAAQ,EAAW,MAAM,CAAC;IAC1B,OAAO,EAAY,MAAM,CAAC;IAC1B,iBAAiB,EAAE,MAAM,CAAC;CAC3B;AAED,MAAM,WAAW,uBAAuB;IACtC,IAAI,EAAE,MAAM,GAAG,OAAO,GAAG,MAAM,CAAC;IAChC,QAAQ,EAAE,MAAM,CAAC;IACjB,MAAM,EAAE;QACN,GAAG,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAC;QACzC,GAAG,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAC;KAC1C,CAAC;IACF,QAAQ,EAAE,YAAY,CAAC;IACvB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,GAAG,CAAC,EAAE,MAAM,CAAC;IACb,GAAG,CAAC,EAAE,MAAM,CAAC;IACb;;;;OAIG;IACH,QAAQ,CAAC,EAAE,wBAAwB,CAAC;IACpC,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB;;;;OAIG;IACH,YAAY,CAAC,EAAE,OAAO,CAAC;CACxB;AAED,MAAM,WAAW,YAAY;IAC3B,OAAO,EAAE;QACP,KAAK,EAAE,KAAK,CAAC;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAC,CAAC;QACvC,KAAK,EAAE,KAAK,CAAC,KAAK,CAAC;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAC,CAAC,CAAC;KAC/C,CAAC;IACF,OAAO,EAAE,MAAM,CAAC;IAChB,SAAS,EAAE,MAAM,CAAC;IAClB;;;6CAGyC;IACzC,KAAK,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CAC1C;AAED,MAAM,WAAW,aAAa;IAC5B,IAAI,EAAE;QACJ,KAAK,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAC;QAChC,GAAG,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAC;KAC/B,CAAC;IACF,QAAQ,EAAE,MAAM,CAAC;CAClB;AAoCD,qBAAa,wBAAwB;IACnC,OAAO,CAAC,MAAM,CAAY;IAC1B,OAAO,CAAC,YAAY,CAAkC;IACtD,OAAO,CAAC,YAAY,CAAkC;IACtD,OAAO,CAAC,eAAe,CAAmC;IAC1D,OAAO,CAAC,aAAa,CAA0B;IAC/C,OAAO,CAAC,SAAS,CAA6B;IAC9C,OAAO,CAAC,MAAM,CAAmB;IACjC,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,WAAW,CAAS;IAM5B,OAAO,CAAC,gBAAgB,CAA2D;IAGnF,OAAO,CAAC,gBAAgB,CAA0B;IAClD,OAAO,CAAC,eAAe,CAA0B;IACjD,OAAO,CAAC,cAAc,CAAK;IAC3B,OAAO,CAAC,gBAAgB,CAA0B;IAClD,OAAO,CAAC,eAAe,CAAK;IAO5B,OAAO,CAAC,0BAA0B,CAA0B;IAC5D,OAAO,CAAC,yBAAyB,CAAK;IAMtC,OAAO,CAAC,yBAAyB,CAA0B;IAC3D,OAAO,CAAC,wBAAwB,CAAK;IAKrC,OAAO,CAAC,oBAAoB,CAA0B;IACtD,OAAO,CAAC,mBAAmB,CAAK;IAMhC,OAAO,CAAC,wBAAwB,CAA0B;IAC1D,OAAO,CAAC,uBAAuB,CAAK;IACpC,OAAO,CAAC,iBAAiB,CAA2D;gBAExE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,gBAAgB,EAAE,WAAW,GAAE,MAAU;IAMhF,OAAO,CAAC,IAAI;IA8UZ;;;;;;;;;;;;;;OAcG;IACH,OAAO,CAAC,eAAe;IA2CvB;;;;;;;;;;;;OAYG;IACH,aAAa,CACX,QAAQ,EAAE,YAAY,EAAE,EACxB,KAAK,EAAE,aAAa,EAAE,EACtB,IAAI,EAAE,MAAM,GAAG,OAAO,GAAG,MAAM,EAC/B,aAAa,EAAE,MAAM,EACrB,OAAO,GAAE,OAAe,EACxB,WAAW,CAAC,EAAE;QACZ,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QACjC,OAAO,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAClC,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;KACrC,GACA,IAAI;IA2HP;;OAEG;IACH,aAAa,IAAI,IAAI;IAiBrB;;;;;OAKG;IACH,mBAAmB,CAAC,KAAK,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,IAAI;IAI3E;;;;;;;OAOG;IACH,uBAAuB,CAAC,QAAQ,EAAE,YAAY,GAAG,IAAI;IAmBrD,sBAAsB,IAAI,IAAI;IAQ9B,oBAAoB,IAAI,OAAO;IAI/B;;;;;OAKG;IACH,sBAAsB,CAAC,QAAQ,EAAE,YAAY,GAAG,IAAI;IAmBpD,qBAAqB,IAAI,IAAI;IAQ7B,mBAAmB,IAAI,OAAO;IAI9B;;;;;;OAMG;IACH,qBAAqB,CAAC,IAAI,EAAE,oBAAoB,EAAE,QAAQ,EAAE,YAAY,GAAG,IAAI;IAoB/E;;;OAGG;IACH,oBAAoB,CAAC,IAAI,EAAE,oBAAoB,EAAE,QAAQ,EAAE,YAAY,GAAG,IAAI;IAiB9E;;;;;OAKG;IACH,iBAAiB,CAAC,QAAQ,EAAE,YAAY,GAAG,IAAI;IAmB/C,gBAAgB,IAAI,IAAI;IAQxB,cAAc,IAAI,OAAO;IAIzB;;;OAGG;IACH,eAAe,CAAC,IAAI,EAAE,oBAAoB,EAAE,QAAQ,EAAE,YAAY,GAAG,IAAI;IAiBzE,iFAAiF;IACjF,oBAAoB,CAAC,KAAK,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,IAAI;IAI5E;;;;OAIG;IACH,qBAAqB,CAAC,QAAQ,EAAE,YAAY,GAAG,IAAI;IAgBnD,oBAAoB,IAAI,IAAI;IAQ5B,kBAAkB,IAAI,OAAO;IAI7B,gFAAgF;IAChF,mBAAmB,CAAC,IAAI,EAAE,oBAAoB,EAAE,QAAQ,EAAE,YAAY,GAAG,IAAI;IAiB7E;;OAEG;IACH,WAAW,IAAI,OAAO;IAItB;;OAEG;IACH,IAAI,CACF,IAAI,EAAE,oBAAoB,EAC1B,OAAO,EAAE,uBAAuB,GAC/B,IAAI;IAoGP;;OAEG;IACH,OAAO,IAAI,IAAI;CAUhB"}
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@@ -52,6 +52,11 @@ export class Section2DOverlayRenderer {
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format;
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initialized = false;
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// Colour for the standalone 3D overlay lines (annotation / alignment / grid)
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// and the section-cut outline, which share the line pipeline. Defaults to
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// opaque black for backwards compatibility; a consumer can theme it (e.g. light
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// lines on a dark canvas) via setOverlayLineColor().
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overlayLineColor = [0, 0, 0, 1];
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// Cached geometry buffers
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// reuses the same line pipeline (issue #967).
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gridLineVertexBuffer = null;
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// Standalone 3D clash-overlap-box overlay (#1277): the wireframe AABB of a
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// focused clash, drawn in its OWN distinct colour (not the shared overlay
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// line colour) so the overlap region reads as a third colour next to the two
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// glowing clash elements.
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clashBoxLineVertexBuffer = null;
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constructor(device, format, sampleCount = 4) {
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// Shader for lines (uniform color)
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const lineShader = this.device.createShaderModule({
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code: `
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// Mirrors the fill shader's uniform layout so both pipelines can share
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// one buffer; the line shader only reads viewProj, planeOffset and the
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// appended lineColor (byte offset 144). capFillColor/… are unused here but
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// declared for correct field offsets.
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struct Uniforms {
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viewProj: mat4x4<f32>,
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planeOffset: vec4<f32>,
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capFillColor: vec4<f32>,
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capStrokeColor: vec4<f32>,
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params: vec4<f32>,
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params2: vec4<f32>,
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lineColor: vec4<f32>,
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}
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@binding(0) @group(0) var<uniform> uniforms: Uniforms;
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@fragment
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fn fs_main(input: VertexOutput) -> FragOutLine {
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out.color =
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out.color = uniforms.lineColor; // consumer-themeable (defaults black)
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out.objectId = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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return out;
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}
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// capStrokeColor — vec4 16 B
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// params — vec4 16 B x=patternId, y=spacingPx, z=angleRad, w=widthPx
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// params2 — vec4 16 B x=secondaryAngleRad
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//
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//
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//
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// lineColor — vec4 16 B overlay/section-cut line colour
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405
|
+
// Total: 160 B. The fill fragment shader reads up to params2 (144 B); the
|
|
406
|
+
// line shader reads viewProj/planeOffset + the appended lineColor (offset
|
|
407
|
+
// 144 B), so the two pipelines share this one buffer without aliasing.
|
|
386
408
|
this.uniformBuffer = this.device.createBuffer({
|
|
387
|
-
size:
|
|
409
|
+
size: 160,
|
|
388
410
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
389
411
|
});
|
|
390
412
|
// Create bind group
|
|
@@ -583,6 +605,15 @@ export class Section2DOverlayRenderer {
|
|
|
583
605
|
this.fillIndexCount = 0;
|
|
584
606
|
this.lineVertexCount = 0;
|
|
585
607
|
}
|
|
608
|
+
/**
|
|
609
|
+
* Set the colour of the overlay lines (annotation / alignment / grid) and the
|
|
610
|
+
* section-cut outline, which share the line pipeline. RGBA components are in
|
|
611
|
+
* 0..1. Defaults to opaque black; set e.g. a light colour to keep the lines
|
|
612
|
+
* legible on a dark canvas. Takes effect on the next draw.
|
|
613
|
+
*/
|
|
614
|
+
setOverlayLineColor(color) {
|
|
615
|
+
this.overlayLineColor = color;
|
|
616
|
+
}
|
|
586
617
|
/**
|
|
587
618
|
* Upload a flat Float32Array of 3D line-list vertices for the standalone
|
|
588
619
|
* annotation overlay. Each segment is `[x1, y1, z1, x2, y2, z2]` in world
|
|
@@ -665,9 +696,10 @@ export class Section2DOverlayRenderer {
|
|
|
665
696
|
// Reuse the existing fill uniform buffer slot 0 (viewProj + planeOffset).
|
|
666
697
|
// The line shader only reads those two fields, so the fill/cap-style
|
|
667
698
|
// tail of the uniforms is harmless leftover data.
|
|
668
|
-
const uniforms = new Float32Array(
|
|
699
|
+
const uniforms = new Float32Array(40);
|
|
669
700
|
uniforms.set(viewProj, 0);
|
|
670
701
|
// planeOffset = 0 — vertices are already in world space.
|
|
702
|
+
uniforms.set(this.overlayLineColor, 36); // lineColor (byte offset 144)
|
|
671
703
|
this.device.queue.writeBuffer(this.uniformBuffer, 0, uniforms);
|
|
672
704
|
pass.setPipeline(this.linePipeline);
|
|
673
705
|
pass.setBindGroup(0, this.bindGroup);
|
|
@@ -684,9 +716,10 @@ export class Section2DOverlayRenderer {
|
|
|
684
716
|
return;
|
|
685
717
|
if (!this.alignmentLineVertexBuffer || this.alignmentLineVertexCount === 0)
|
|
686
718
|
return;
|
|
687
|
-
const uniforms = new Float32Array(
|
|
719
|
+
const uniforms = new Float32Array(40);
|
|
688
720
|
uniforms.set(viewProj, 0);
|
|
689
721
|
// planeOffset = 0 — vertices are already in world space.
|
|
722
|
+
uniforms.set(this.overlayLineColor, 36); // lineColor (byte offset 144)
|
|
690
723
|
this.device.queue.writeBuffer(this.uniformBuffer, 0, uniforms);
|
|
691
724
|
pass.setPipeline(this.linePipeline);
|
|
692
725
|
pass.setBindGroup(0, this.bindGroup);
|
|
@@ -735,15 +768,68 @@ export class Section2DOverlayRenderer {
|
|
|
735
768
|
return;
|
|
736
769
|
if (!this.gridLineVertexBuffer || this.gridLineVertexCount === 0)
|
|
737
770
|
return;
|
|
738
|
-
const uniforms = new Float32Array(
|
|
771
|
+
const uniforms = new Float32Array(40);
|
|
739
772
|
uniforms.set(viewProj, 0);
|
|
740
773
|
// planeOffset = 0 — vertices are already in world space.
|
|
774
|
+
uniforms.set(this.overlayLineColor, 36); // lineColor (byte offset 144)
|
|
741
775
|
this.device.queue.writeBuffer(this.uniformBuffer, 0, uniforms);
|
|
742
776
|
pass.setPipeline(this.linePipeline);
|
|
743
777
|
pass.setBindGroup(0, this.bindGroup);
|
|
744
778
|
pass.setVertexBuffer(0, this.gridLineVertexBuffer);
|
|
745
779
|
pass.draw(this.gridLineVertexCount);
|
|
746
780
|
}
|
|
781
|
+
/** Colour for the clash-overlap box (its own, not the shared overlay colour). */
|
|
782
|
+
setClashBoxLineColor(color) {
|
|
783
|
+
this.clashBoxLineColor = color;
|
|
784
|
+
}
|
|
785
|
+
/**
|
|
786
|
+
* Upload the clash-overlap-box wireframe as a flat `[x,y,z, …]` line-list in
|
|
787
|
+
* world space (12 AABB edges = 24 vertices). Separate buffer + colour from the
|
|
788
|
+
* other overlays. Pass an empty array to clear. (#1277)
|
|
789
|
+
*/
|
|
790
|
+
uploadClashBoxLines3D(vertices) {
|
|
791
|
+
this.init();
|
|
792
|
+
if (this.clashBoxLineVertexBuffer) {
|
|
793
|
+
this.clashBoxLineVertexBuffer.destroy();
|
|
794
|
+
this.clashBoxLineVertexBuffer = null;
|
|
795
|
+
}
|
|
796
|
+
this.clashBoxLineVertexCount = 0;
|
|
797
|
+
if (vertices.length < 6)
|
|
798
|
+
return;
|
|
799
|
+
this.clashBoxLineVertexBuffer = this.device.createBuffer({
|
|
800
|
+
size: vertices.byteLength,
|
|
801
|
+
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
|
802
|
+
});
|
|
803
|
+
this.device.queue.writeBuffer(this.clashBoxLineVertexBuffer, 0, vertices);
|
|
804
|
+
this.clashBoxLineVertexCount = vertices.length / 3;
|
|
805
|
+
}
|
|
806
|
+
clearClashBoxLines3D() {
|
|
807
|
+
if (this.clashBoxLineVertexBuffer) {
|
|
808
|
+
this.clashBoxLineVertexBuffer.destroy();
|
|
809
|
+
this.clashBoxLineVertexBuffer = null;
|
|
810
|
+
}
|
|
811
|
+
this.clashBoxLineVertexCount = 0;
|
|
812
|
+
}
|
|
813
|
+
hasClashBoxLines3D() {
|
|
814
|
+
return this.clashBoxLineVertexCount > 0;
|
|
815
|
+
}
|
|
816
|
+
/** Draw the clash-overlap box in its own colour. Same line pipeline. (#1277) */
|
|
817
|
+
drawClashBoxLines3D(pass, viewProj) {
|
|
818
|
+
this.init();
|
|
819
|
+
if (!this.linePipeline || !this.uniformBuffer || !this.bindGroup)
|
|
820
|
+
return;
|
|
821
|
+
if (!this.clashBoxLineVertexBuffer || this.clashBoxLineVertexCount === 0)
|
|
822
|
+
return;
|
|
823
|
+
const uniforms = new Float32Array(40);
|
|
824
|
+
uniforms.set(viewProj, 0);
|
|
825
|
+
// planeOffset = 0 — vertices are already in world space.
|
|
826
|
+
uniforms.set(this.clashBoxLineColor, 36); // lineColor (byte offset 144)
|
|
827
|
+
this.device.queue.writeBuffer(this.uniformBuffer, 0, uniforms);
|
|
828
|
+
pass.setPipeline(this.linePipeline);
|
|
829
|
+
pass.setBindGroup(0, this.bindGroup);
|
|
830
|
+
pass.setVertexBuffer(0, this.clashBoxLineVertexBuffer);
|
|
831
|
+
pass.draw(this.clashBoxLineVertexCount);
|
|
832
|
+
}
|
|
747
833
|
/**
|
|
748
834
|
* Check if there is geometry to draw
|
|
749
835
|
*/
|
|
@@ -777,8 +863,10 @@ export class Section2DOverlayRenderer {
|
|
|
777
863
|
// 24..27 capStrokeColor
|
|
778
864
|
// 28..31 params (patternId, spacingPx, angleRad, widthPx)
|
|
779
865
|
// 32..35 params2 (secondaryAngleRad, _, _, _)
|
|
780
|
-
|
|
866
|
+
// 36..39 lineColor (section-cut outline colour)
|
|
867
|
+
const uniforms = new Float32Array(40);
|
|
781
868
|
uniforms.set(viewProj, 0);
|
|
869
|
+
uniforms.set(this.overlayLineColor, 36); // section-cut outline colour
|
|
782
870
|
uniforms[16] = offset[0];
|
|
783
871
|
uniforms[17] = offset[1];
|
|
784
872
|
uniforms[18] = offset[2];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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@@ -3,5 +3,5 @@
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3
3
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* Features: PBR lighting, section plane clipping, selection highlight,
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4
4
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* glass fresnel, ACES tone mapping, screen-space edge enhancement.
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5
5
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*/
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6
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-
export declare const mainShaderSource = "\n struct Uniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n baseColor: vec4<f32>,\n metallicRoughness: vec2<f32>, // x = metallic, y = roughness\n _padding1: vec2<f32>,\n sectionPlane: vec4<f32>, // xyz = plane normal, w = plane distance\n flags: vec4<u32>, // x = isSelected, y = section/clip bits, z = edgeEnabled, w = edgeIntensityMilli\n clipBoxMin: vec4<f32>, // xyz = clip-box min corner (world), w = pad\n clipBoxMax: vec4<f32>, // xyz = clip-box max corner (world), w = pad\n }\n @binding(0) @group(0) var<uniform> uniforms: Uniforms;\n\n // Global lighting environment \u2014 one buffer shared by every mesh in\n // the pass (bound once per frame at group(1)). Field packing must\n // match packEnvironmentUniforms() in environment.ts.\n struct Environment {\n sunDirection: vec3<f32>, // unit vector TOWARD the sun\n sunIntensity: f32,\n sunColor: vec3<f32>,\n ambientIntensity: f32,\n skyColor: vec3<f32>, // hemisphere-ambient sky tint\n exposure: f32,\n groundColor: vec3<f32>, // hemisphere-ambient ground tint\n fillIntensity: f32,\n rimIntensity: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n }\n @binding(0) @group(1) var<uniform> env: Environment;\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) entityId: u32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPos: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n @location(3) viewPos: vec3<f32>, // For edge detection\n // Per-draw albedo carried from the vertex stage so the fragment shader\n // is shared by the flat path (vs_main writes uniforms.baseColor \u2014 the\n // per-batch / overlay-override colour) AND the instanced path\n // (vs_instanced writes the per-occurrence colour from the instance\n // buffer). For the flat path this is identical to reading\n // uniforms.baseColor directly (the value is constant across the draw).\n @location(4) color: vec4<f32>,\n // Per-occurrence selection flag for the instanced path (bit 0 = selected).\n // vs_main writes 0 (the flat path selects via uniforms.flags.x instead);\n // vs_instanced writes the per-instance flag from the instance buffer, so a\n // single selected occurrence highlights without re-drawing.\n @location(5) @interpolate(flat) instSelected: u32,\n }\n\n // Per-instance vertex-buffer inputs (slot 1, stepMode 'instance') used by\n // vs_instanced. The mat4 arrives as four COLUMN vec4s (WGSL mat4x4 is\n // column-major), matching composeInstanceMatrix's column-major output +\n // the pipeline's slot-1 attribute offsets (0/16/32/48).\n //\n // Location namespaces: vertex-INPUT @location (this struct + VertexInput)\n // and inter-stage @location (VertexOutput) are INDEPENDENT in WGSL, so\n // InstanceInput.m1 @location(4) does NOT collide with VertexOutput.color\n // @location(4) \u2014 exactly as VertexInput.entityId and VertexOutput.entityId\n // already BOTH use @location(2). Within the INPUT namespace the per-vertex\n // inputs (0..2) and per-instance inputs (3..8) stay distinct.\n struct InstanceInput {\n @location(3) m0: vec4<f32>,\n @location(4) m1: vec4<f32>,\n @location(5) m2: vec4<f32>,\n @location(6) m3: vec4<f32>,\n @location(7) instEntityId: u32,\n @location(8) instColor: vec4<f32>,\n @location(9) instSelected: u32,\n }\n\n @vertex\n fn vs_main(input: VertexInput, @builtin(instance_index) instanceIndex: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(input.position, 1.0);\n output.position = uniforms.viewProj * worldPos;\n // Anti z-fighting: deterministic depth nudge.\n // Knuth multiplicative hash spreads sequential IDs across 0-255 so\n // coplanar faces from different entities always get distinct depths.\n // Material-layer walls slice into one closed solid per layer, all\n // sharing the PARENT wall's expressId, so adjacent layers' coincident\n // interface caps would get the same entity nudge and z-fight into a\n // flickering comb (\"see inside the wall\"). To separate them we fold in\n // an 8-bit MATERIAL-COLOUR salt that mergeGeometry/interleaveTextured\n // baked into the HIGH 8 bits of the entityId lane (low 24 = picking id,\n // masked off by encodeId24). Crucially the salt comes from the mesh's\n // OWN colour, NOT the per-draw baseColor uniform \u2014 so the base opaque\n // pass and the lens/IDS/compare/4D OVERLAY pass (which redraws the same\n // geometry with a DIFFERENT draw colour) compute the SAME nudge, and\n // the overlay pipeline's depthCompare:'equal' matches instead of\n // rejecting every fragment. At 1e-6 per step the max world-space offset\n // is <3mm at 10m \u2014 invisible.\n let colorSalt = (input.entityId >> 24u) * 2654435761u;\n let zHash = (((input.entityId & 0x00FFFFFFu) ^ colorSalt) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = input.entityId;\n output.color = uniforms.baseColor;\n output.instSelected = 0u; // flat path selects via uniforms.flags.x\n // Store view-space position for edge detection\n output.viewPos = (uniforms.viewProj * worldPos).xyz;\n return output;\n }\n\n // Instanced vertex entry \u2014 one template's geometry drawn once per\n // occurrence. The per-instance mat4 already folds SWAP * rel_k * T(origin)\n // (composed CPU-side, see instanced-render.ts), so it maps the template's\n // LOCAL vertex straight to WebGL Y-up world space \u2014 no uniforms.model.\n // rel_k and SWAP are rigid (no scale), so the same matrix transforms\n // normals. entityId + colour come per-occurrence from the instance buffer.\n @vertex\n fn vs_instanced(input: VertexInput, inst: InstanceInput) -> VertexOutput {\n var output: VertexOutput;\n let instMat = mat4x4<f32>(inst.m0, inst.m1, inst.m2, inst.m3);\n let worldPos = instMat * vec4<f32>(input.position, 1.0);\n output.position = uniforms.viewProj * worldPos;\n // Same per-entity depth nudge as vs_main. No colour salt here: the\n // instanced path has no base-vs-overlay coincident redraw (yet), so the\n // raw picking id is enough to separate coplanar entities.\n let zHash = ((inst.instEntityId & 0x00FFFFFFu) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((instMat * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = inst.instEntityId;\n output.color = inst.instColor;\n output.instSelected = inst.instSelected;\n output.viewPos = (uniforms.viewProj * worldPos).xyz;\n return output;\n }\n\n // PBR helper functions\n fn fresnelSchlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {\n return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);\n }\n\n fn distributionGGX(NdotH: f32, roughness: f32) -> f32 {\n let a = roughness * roughness;\n let a2 = a * a;\n let NdotH2 = NdotH * NdotH;\n let num = a2;\n let denomBase = (NdotH2 * (a2 - 1.0) + 1.0);\n let denom = 3.14159265 * denomBase * denomBase;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySchlickGGX(NdotV: f32, roughness: f32) -> f32 {\n let r = (roughness + 1.0);\n let k = (r * r) / 8.0;\n let num = NdotV;\n let denom = NdotV * (1.0 - k) + k;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySmith(NdotV: f32, NdotL: f32, roughness: f32) -> f32 {\n let ggx2 = geometrySchlickGGX(NdotV, roughness);\n let ggx1 = geometrySchlickGGX(NdotL, roughness);\n return ggx1 * ggx2;\n }\n\n fn encodeId24(id: u32) -> vec4<f32> {\n let r = f32((id >> 16u) & 255u) / 255.0;\n let g = f32((id >> 8u) & 255u) / 255.0;\n let b = f32(id & 255u) / 255.0;\n return vec4<f32>(r, g, b, 1.0);\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectIdEncoded: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // Per-instance hide/isolate: bit 1 of the instance flags lane marks a hidden\n // occurrence. Discard it so it neither draws nor writes depth (and the pick\n // pass applies the same discard, so it isn't pickable). vs_main writes\n // instSelected=0u for flat geometry, so this never affects the flat path.\n if ((input.instSelected & 2u) != 0u) {\n discard;\n }\n // Per-instance opacity routing (instanced passes only \u2014 flags.x bit 2). The\n // opaque instanced pass draws fully-opaque (or selected) occurrences; the\n // transparent instanced sub-pass (bit 3, alpha-blended) draws the rest. Discard\n // the occurrences belonging to the OTHER pass so each is drawn exactly once.\n // Lens-ghost / x-ray / compare write a low per-instance alpha into input.color.a.\n if ((uniforms.flags.x & 4u) != 0u) {\n let occOpaque = input.color.a >= 0.99 || (input.instSelected & 1u) != 0u;\n let transparentPass = (uniforms.flags.x & 8u) != 0u;\n if (transparentPass) {\n if (occOpaque) { discard; }\n } else {\n if (!occOpaque) { discard; }\n }\n }\n // Section plane clipping - discard fragments ABOVE the plane.\n // flags.y packs two bits: bit 0 = enabled, bit 1 = flipped.\n let sectionEnabled = (uniforms.flags.y & 1u) == 1u;\n if (sectionEnabled) {\n let planeNormal = uniforms.sectionPlane.xyz;\n let planeDistance = uniforms.sectionPlane.w;\n let flipped = (uniforms.flags.y & 2u) == 2u;\n let side = select(1.0, -1.0, flipped);\n let distToPlane = (dot(input.worldPos, planeNormal) - planeDistance) * side;\n if (distToPlane > 0.0) {\n discard;\n }\n }\n // Clip box (section / crop box): discard fragments OUTSIDE the AABB.\n // flags.y bit 2 = clip-box enabled.\n if ((uniforms.flags.y & 4u) != 0u) {\n let p = input.worldPos;\n if (any(p < uniforms.clipBoxMin.xyz) || any(p > uniforms.clipBoxMax.xyz)) {\n discard;\n }\n }\n\n // Compute normal via derivative-based flat shading.\n //\n // Industry-standard solution for BIM/CAD viewers \u2014 what\n // Three.js (material.flatShading = true), Autodesk Forge,\n // Speckle, and xeokit all do for opaque surfaces. Rationale:\n //\n // * BIM geometry is overwhelmingly flat surfaces (walls,\n // slabs, roofs, beams), and CSG operations (opening\n // subtraction, layer slicing) emit those surfaces as\n // dense strips of coplanar triangles. Per-vertex normal\n // averaging gives a SLIGHTLY-different normal at each\n // vertex due to f32 noise from boolean output; the\n // boundary between strips then reads as a visible darker/\n // brighter scar line \u2014 the horizontal striations on\n // walls, stripes on roofs, visible triangulation reports\n // across every CSG kernel we have tried (legacy BSP,\n // Manifold).\n // * cross(dpdx, dpdy) of world position evaluates to the\n // EXACT face normal in the fragment shader. Every\n // fragment on a flat face \u2014 across an arbitrarily-fine\n // triangulation \u2014 gets the IDENTICAL normal, so coplanar\n // splits become invisible by construction. No CPU-side\n // welding, smooth-grouping, or coplanar-face merging\n // fixes the symptom as cleanly.\n //\n // Trade-off: genuinely curved surfaces (cylinder tessellations,\n // BSpline approximations) shade with visible facets. For BIM\n // that's acceptable \u2014 curved surfaces are < 5 % of typical\n // model triangle count and the faceting matches CAD-tool\n // (Revit, ArchiCAD) on-screen behaviour at default quality.\n //\n // We still fall back to the vertex normal when derivatives\n // are unavailable (extreme polygon degeneracy where dpdx /\n // dpdy collapse to zero \u2014 practically never on real geometry).\n let faceN = cross(dpdx(input.worldPos), dpdy(input.worldPos));\n let fLen2 = dot(faceN, faceN);\n var N: vec3<f32>;\n if (fLen2 > 1e-10) {\n N = faceN * inverseSqrt(fLen2);\n } else {\n // Degenerate derivative \u2014 fall back to the vertex normal\n // if it's populated, else +Y.\n N = input.normal;\n let nLen2 = dot(N, N);\n if (nLen2 > 1e-6) {\n N = N * inverseSqrt(nLen2);\n } else {\n N = vec3<f32>(0.0, 1.0, 0.0);\n }\n }\n\n // Stabilize the SIGN of the derivative face normal with the vertex\n // normal. The screen-space cross product gives the exact face\n // normal DIRECTION for coplanar strips (the scar-line fix), but at\n // grazing angles its SIGN becomes numerically unstable per quad \u2014\n // hemisphere/rim lighting then band-flips across large regions of\n // flat walls/slabs (diagonal lighter/darker bands). The interpolated\n // vertex normal is quad-noise-free, so use it only to orient N.\n // Guard: skip when the vertex normal is missing or nearly\n // perpendicular to the face normal (unreliable witness).\n let vN = input.normal;\n let alignDot = dot(N, vN);\n if (alignDot * alignDot > 0.03 * dot(vN, vN)) {\n N = N * sign(alignDot);\n }\n\n // Lighting environment \u2014 sun/hemisphere/exposure come from the\n // global env uniform (defaults reproduce the historic hardcoded\n // values); fill + rim directions stay fixed in view-agnostic\n // world space as stylistic shaping lights.\n let sunLight = env.sunDirection;\n let fillLight = normalize(vec3<f32>(-0.5, 0.3, -0.3)); // Fill light\n let rimLight = normalize(vec3<f32>(0.0, 0.2, -1.0)); // Rim light for edge definition\n\n // Hemisphere ambient\n let hemisphereFactor = N.y * 0.5 + 0.5;\n let ambient = mix(env.groundColor, env.skyColor, hemisphereFactor) * env.ambientIntensity;\n\n // Two-sided sun light so inner faces (I-beam channels) stay visible\n let NdotL = abs(dot(N, sunLight));\n let wrap = 0.3;\n let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * env.sunIntensity;\n\n // Fill light - two-sided\n let NdotFill = abs(dot(N, fillLight));\n let diffuseFill = NdotFill * env.fillIntensity;\n\n // Rim light for edge definition\n let NdotRim = max(dot(N, rimLight), 0.0);\n let rim = pow(NdotRim, 4.0) * env.rimIntensity;\n\n var baseColor = input.color.rgb;\n\n // Detect if the color is close to white/gray (low saturation)\n let baseGray = dot(baseColor, vec3<f32>(0.299, 0.587, 0.114));\n let baseSaturation = length(baseColor - vec3<f32>(baseGray)) / max(baseGray, 0.001);\n let isWhiteish = 1.0 - smoothstep(0.0, 0.3, baseSaturation);\n\n // Darken whites/grays more to reduce washed-out appearance\n baseColor = mix(baseColor, baseColor * 0.7, isWhiteish * 0.4);\n\n // Combine all lighting. Keep the lighting term separate so the\n // selection highlight can reuse it (re-light a blue albedo) without\n // the base material colour bleeding through.\n let lightTerm = ambient + env.sunColor * diffuseSun + vec3<f32>(diffuseFill + rim);\n var color = baseColor * lightTerm;\n\n // flags.x is a bitfield:\n // bit 0 (value 1) = isSelected \u2192 selection-highlight + force opaque\n // bit 1 (value 2) = isOverlay \u2192 color-override pass; preserve\n // baseColor.a (overlay pipeline has\n // src-alpha blending) AND skip the\n // glass-fresnel branch so low-alpha\n // ghost tints don't pick up the\n // near-white reflection tint meant\n // for real glass materials.\n // Selected via the per-draw flag (flat path) OR the per-occurrence flag\n // (instanced path \u2014 vs_instanced reads it from the instance buffer).\n let isSelected = ((uniforms.flags.x & 1u) == 1u) || ((input.instSelected & 1u) == 1u);\n let isOverlay = (uniforms.flags.x & 2u) == 2u;\n\n // Selection highlight \u2014 a blue albedo RE-LIT by the scene lighting.\n //\n // We override the material albedo with selection-blue and re-light\n // it with the SAME lightTerm used for unselected surfaces, then\n // discard the view-dependent (fresnel) term below. Two requirements\n // are in tension and this satisfies both:\n //\n // * No base-material bleed-through. The old fresnel-glow mix left\n // ~80 % of the lit object colour visible at face centres (the\n // green-site / red-roof wash-out). Here the base colour never\n // enters the result \u2014 only lightTerm (geometry/light, colour-\n // independent) modulates the constant blue albedo.\n // * Facet/crease structure must survive. A single FLAT colour\n // (the previous fix) collapsed every face to the same blue, so\n // internal edges \u2014 which read as the per-face shading STEP, not\n // just the faint screen-space edge line \u2014 disappeared on\n // selection. Re-lighting keeps that per-face brightness step, so\n // creases read on the highlight exactly as they do unselected.\n //\n // The luminance of lightTerm is remapped by a multiplicative gain\n // (which preserves the per-face brightness RATIOS, so creases read\n // as strongly as on the unselected surface) calibrated so a sunlit\n // face hits full selection-blue, with a floor/ceiling clamp so\n // shadowed faces only dim and bright scenes never wash out.\n if (isSelected) {\n let shadeLum = dot(lightTerm, vec3<f32>(0.299, 0.587, 0.114));\n let shade = clamp(shadeLum * 1.55, 0.45, 1.2);\n color = vec3<f32>(0.3, 0.6, 1.0) * shade;\n }\n\n // Beautiful fresnel effect for transparent materials (glass)\n // Skip when selected \u2014 the glass shine and desaturation wash out the\n // blue highlight, making it appear white instead of blue.\n // Also force alpha to 1.0 for selected objects so the highlight is\n // fully opaque (the selection pipeline has no alpha blending).\n var finalAlpha = select(input.color.a, 1.0, isSelected);\n if (finalAlpha < 0.99 && !isSelected && !isOverlay) {\n // Calculate view direction for fresnel\n let V = normalize(-input.worldPos);\n let NdotV = max(dot(N, V), 0.0);\n\n // Enhanced fresnel effect - stronger at edges (grazing angles)\n // Using Schlick's approximation for realistic glass reflection\n let fresnelPower = 1.5; // Higher = softer edge reflections\n let fresnel = pow(1.0 - NdotV, fresnelPower);\n\n // Glass reflection tint (sky/environment reflection at edges)\n let reflectionTint = vec3<f32>(0.92, 0.96, 1.0); // Cool sky reflection\n let reflectionStrength = fresnel * 0.6; // Strong edge reflections\n\n // Mix in reflection tint at edges\n color = mix(color, color * reflectionTint, reflectionStrength);\n\n // Add realistic glass shine - brighter at edges where light reflects\n let glassShine = fresnel * 0.12;\n color += glassShine;\n\n // Slight desaturation at edges (glass reflects environment, not just color)\n let edgeDesaturation = fresnel * 0.25;\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n color = mix(color, vec3<f32>(gray), edgeDesaturation);\n\n // Make glass more transparent (reduce opacity by 30%)\n finalAlpha = finalAlpha * 0.7;\n }\n\n // Exposure adjustment (historic default 0.85 darkens overall)\n color *= env.exposure;\n\n // Contrast enhancement\n color = (color - 0.5) * 1.15 + 0.5;\n color = max(color, vec3<f32>(0.0));\n\n // Saturation boost - stronger for colored surfaces, less for whites\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n // More saturation for colored surfaces. isWhiteish is derived from\n // the base material colour, so for a SELECTED object it would leak a\n // material dependence into the highlight (breaking the no-bleed-\n // through contract). The selection blue is a fully-saturated colour,\n // so force the colored-surface boost (1.4) when selected \u2014 keeping\n // the highlight identical regardless of the underlying material.\n let satBoost = select(mix(1.4, 1.1, isWhiteish), 1.4, isSelected);\n color = mix(vec3<f32>(gray), color, satBoost);\n\n // ACES filmic tone mapping\n let a = 2.51;\n let b = 0.03;\n let c = 2.43;\n let d = 0.59;\n let e = 0.14;\n color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));\n\n // Subtle edge enhancement using screen-space derivatives.\n //\n // Use the SHADED normal (face normal from dpdx/dpdy above)\n // for the normal-gradient term, not the interpolated vertex\n // normal \u2014 otherwise we get spurious dark stripes on flat\n // surfaces whose vertex normals carry numerical noise from\n // CSG output (the visible scar-line symptom would just\n // resurface here even after the lit-normal fix). With the\n // face normal, coplanar adjacent triangles agree exactly \u2192\n // zero normal gradient \u2192 no false edge; only the genuine\n // creases between perpendicular faces produce a real\n // gradient and get the intended outline.\n let depthGradient = length(vec2<f32>(\n dpdx(input.viewPos.z),\n dpdy(input.viewPos.z)\n ));\n let normalGradient = length(vec2<f32>(\n length(dpdx(N)),\n length(dpdy(N))\n ));\n\n if (uniforms.flags.z == 1u) {\n // Threshold filters subtle normal discontinuities at internal\n // triangle edges between coplanar entities in the same batch.\n let edgeFactor = smoothstep(0.02, 0.12, depthGradient * 10.0 + normalGradient * 5.0);\n let edgeIntensity = f32(uniforms.flags.w) / 1000.0;\n let edgeDarkenStrength = clamp(0.25 * edgeIntensity, 0.0, 0.85);\n let edgeDarken = mix(1.0, 1.0 - edgeDarkenStrength, edgeFactor);\n color *= edgeDarken;\n }\n\n // Gamma correction\n color = pow(color, vec3<f32>(1.0 / 2.2));\n\n var out: FragmentOutput;\n out.color = vec4<f32>(color, finalAlpha);\n out.objectIdEncoded = encodeId24(input.entityId);\n return out;\n }\n ";
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export declare const mainShaderSource = "\n struct Uniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n baseColor: vec4<f32>,\n metallicRoughness: vec2<f32>, // x = metallic, y = roughness\n _padding1: vec2<f32>,\n sectionPlane: vec4<f32>, // xyz = plane normal, w = plane distance\n flags: vec4<u32>, // x = isSelected, y = section/clip bits, z = edgeEnabled, w = edgeIntensityMilli\n clipBoxMin: vec4<f32>, // xyz = clip-box min corner (world), w = pad\n clipBoxMax: vec4<f32>, // xyz = clip-box max corner (world), w = pad\n }\n @binding(0) @group(0) var<uniform> uniforms: Uniforms;\n\n // Global lighting environment \u2014 one buffer shared by every mesh in\n // the pass (bound once per frame at group(1)). Field packing must\n // match packEnvironmentUniforms() in environment.ts.\n struct Environment {\n sunDirection: vec3<f32>, // unit vector TOWARD the sun\n sunIntensity: f32,\n sunColor: vec3<f32>,\n ambientIntensity: f32,\n skyColor: vec3<f32>, // hemisphere-ambient sky tint\n exposure: f32,\n groundColor: vec3<f32>, // hemisphere-ambient ground tint\n fillIntensity: f32,\n rimIntensity: f32,\n _pad0: f32,\n _pad1: f32,\n _pad2: f32,\n }\n @binding(0) @group(1) var<uniform> env: Environment;\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) entityId: u32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPos: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n @location(3) viewPos: vec3<f32>, // For edge detection\n // Per-draw albedo carried from the vertex stage so the fragment shader\n // is shared by the flat path (vs_main writes uniforms.baseColor \u2014 the\n // per-batch / overlay-override colour) AND the instanced path\n // (vs_instanced writes the per-occurrence colour from the instance\n // buffer). For the flat path this is identical to reading\n // uniforms.baseColor directly (the value is constant across the draw).\n @location(4) color: vec4<f32>,\n // Per-occurrence selection flag for the instanced path (bit 0 = selected).\n // vs_main writes 0 (the flat path selects via uniforms.flags.x instead);\n // vs_instanced writes the per-instance flag from the instance buffer, so a\n // single selected occurrence highlights without re-drawing.\n @location(5) @interpolate(flat) instSelected: u32,\n }\n\n // Per-instance vertex-buffer inputs (slot 1, stepMode 'instance') used by\n // vs_instanced. The mat4 arrives as four COLUMN vec4s (WGSL mat4x4 is\n // column-major), matching composeInstanceMatrix's column-major output +\n // the pipeline's slot-1 attribute offsets (0/16/32/48).\n //\n // Location namespaces: vertex-INPUT @location (this struct + VertexInput)\n // and inter-stage @location (VertexOutput) are INDEPENDENT in WGSL, so\n // InstanceInput.m1 @location(4) does NOT collide with VertexOutput.color\n // @location(4) \u2014 exactly as VertexInput.entityId and VertexOutput.entityId\n // already BOTH use @location(2). Within the INPUT namespace the per-vertex\n // inputs (0..2) and per-instance inputs (3..8) stay distinct.\n struct InstanceInput {\n @location(3) m0: vec4<f32>,\n @location(4) m1: vec4<f32>,\n @location(5) m2: vec4<f32>,\n @location(6) m3: vec4<f32>,\n @location(7) instEntityId: u32,\n @location(8) instColor: vec4<f32>,\n @location(9) instSelected: u32,\n }\n\n @vertex\n fn vs_main(input: VertexInput, @builtin(instance_index) instanceIndex: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(input.position, 1.0);\n output.position = uniforms.viewProj * worldPos;\n // Anti z-fighting: deterministic depth nudge.\n // Knuth multiplicative hash spreads sequential IDs across 0-255 so\n // coplanar faces from different entities always get distinct depths.\n // Material-layer walls slice into one closed solid per layer, all\n // sharing the PARENT wall's expressId, so adjacent layers' coincident\n // interface caps would get the same entity nudge and z-fight into a\n // flickering comb (\"see inside the wall\"). To separate them we fold in\n // an 8-bit MATERIAL-COLOUR salt that mergeGeometry/interleaveTextured\n // baked into the HIGH 8 bits of the entityId lane (low 24 = picking id,\n // masked off by encodeId24). Crucially the salt comes from the mesh's\n // OWN colour, NOT the per-draw baseColor uniform \u2014 so the base opaque\n // pass and the lens/IDS/compare/4D OVERLAY pass (which redraws the same\n // geometry with a DIFFERENT draw colour) compute the SAME nudge, and\n // the overlay pipeline's depthCompare:'equal' matches instead of\n // rejecting every fragment. At 1e-6 per step the max world-space offset\n // is <3mm at 10m \u2014 invisible.\n let colorSalt = (input.entityId >> 24u) * 2654435761u;\n let zHash = (((input.entityId & 0x00FFFFFFu) ^ colorSalt) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = input.entityId;\n output.color = uniforms.baseColor;\n output.instSelected = 0u; // flat path selects via uniforms.flags.x\n // Store view-space position for edge detection\n output.viewPos = (uniforms.viewProj * worldPos).xyz;\n return output;\n }\n\n // Instanced vertex entry \u2014 one template's geometry drawn once per\n // occurrence. The per-instance mat4 already folds SWAP * rel_k * T(origin)\n // (composed CPU-side, see instanced-render.ts), so it maps the template's\n // LOCAL vertex straight to WebGL Y-up world space \u2014 no uniforms.model.\n // rel_k and SWAP are rigid (no scale), so the same matrix transforms\n // normals. entityId + colour come per-occurrence from the instance buffer.\n @vertex\n fn vs_instanced(input: VertexInput, inst: InstanceInput) -> VertexOutput {\n var output: VertexOutput;\n let instMat = mat4x4<f32>(inst.m0, inst.m1, inst.m2, inst.m3);\n let worldPos = instMat * vec4<f32>(input.position, 1.0);\n output.position = uniforms.viewProj * worldPos;\n // Same per-entity depth nudge as vs_main. No colour salt here: the\n // instanced path has no base-vs-overlay coincident redraw (yet), so the\n // raw picking id is enough to separate coplanar entities.\n let zHash = ((inst.instEntityId & 0x00FFFFFFu) * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((instMat * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = inst.instEntityId;\n output.color = inst.instColor;\n output.instSelected = inst.instSelected;\n output.viewPos = (uniforms.viewProj * worldPos).xyz;\n return output;\n }\n\n // PBR helper functions\n fn fresnelSchlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {\n return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);\n }\n\n fn distributionGGX(NdotH: f32, roughness: f32) -> f32 {\n let a = roughness * roughness;\n let a2 = a * a;\n let NdotH2 = NdotH * NdotH;\n let num = a2;\n let denomBase = (NdotH2 * (a2 - 1.0) + 1.0);\n let denom = 3.14159265 * denomBase * denomBase;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySchlickGGX(NdotV: f32, roughness: f32) -> f32 {\n let r = (roughness + 1.0);\n let k = (r * r) / 8.0;\n let num = NdotV;\n let denom = NdotV * (1.0 - k) + k;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySmith(NdotV: f32, NdotL: f32, roughness: f32) -> f32 {\n let ggx2 = geometrySchlickGGX(NdotV, roughness);\n let ggx1 = geometrySchlickGGX(NdotL, roughness);\n return ggx1 * ggx2;\n }\n\n fn encodeId24(id: u32) -> vec4<f32> {\n let r = f32((id >> 16u) & 255u) / 255.0;\n let g = f32((id >> 8u) & 255u) / 255.0;\n let b = f32(id & 255u) / 255.0;\n return vec4<f32>(r, g, b, 1.0);\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectIdEncoded: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // Per-instance hide/isolate: bit 1 of the instance flags lane marks a hidden\n // occurrence. Discard it so it neither draws nor writes depth (and the pick\n // pass applies the same discard, so it isn't pickable). vs_main writes\n // instSelected=0u for flat geometry, so this never affects the flat path.\n if ((input.instSelected & 2u) != 0u) {\n discard;\n }\n // Per-instance opacity routing (instanced passes only \u2014 flags.x bit 2). The\n // opaque instanced pass draws fully-opaque (or selected) occurrences; the\n // transparent instanced sub-pass (bit 3, alpha-blended) draws the rest. Discard\n // the occurrences belonging to the OTHER pass so each is drawn exactly once.\n // Lens-ghost / x-ray / compare write a low per-instance alpha into input.color.a.\n if ((uniforms.flags.x & 4u) != 0u) {\n let occOpaque = input.color.a >= 0.99 || (input.instSelected & 1u) != 0u;\n let transparentPass = (uniforms.flags.x & 8u) != 0u;\n if (transparentPass) {\n if (occOpaque) { discard; }\n } else {\n if (!occOpaque) { discard; }\n }\n }\n // Section plane clipping - discard fragments ABOVE the plane.\n // flags.y packs two bits: bit 0 = enabled, bit 1 = flipped.\n let sectionEnabled = (uniforms.flags.y & 1u) == 1u;\n if (sectionEnabled) {\n let planeNormal = uniforms.sectionPlane.xyz;\n let planeDistance = uniforms.sectionPlane.w;\n let flipped = (uniforms.flags.y & 2u) == 2u;\n let side = select(1.0, -1.0, flipped);\n let distToPlane = (dot(input.worldPos, planeNormal) - planeDistance) * side;\n if (distToPlane > 0.0) {\n discard;\n }\n }\n // Clip box (section / crop box): discard fragments OUTSIDE the AABB.\n // flags.y bit 2 = clip-box enabled.\n if ((uniforms.flags.y & 4u) != 0u) {\n let p = input.worldPos;\n if (any(p < uniforms.clipBoxMin.xyz) || any(p > uniforms.clipBoxMax.xyz)) {\n discard;\n }\n }\n\n // Compute normal via derivative-based flat shading.\n //\n // Industry-standard solution for BIM/CAD viewers \u2014 what\n // Three.js (material.flatShading = true), Autodesk Forge,\n // Speckle, and xeokit all do for opaque surfaces. Rationale:\n //\n // * BIM geometry is overwhelmingly flat surfaces (walls,\n // slabs, roofs, beams), and CSG operations (opening\n // subtraction, layer slicing) emit those surfaces as\n // dense strips of coplanar triangles. Per-vertex normal\n // averaging gives a SLIGHTLY-different normal at each\n // vertex due to f32 noise from boolean output; the\n // boundary between strips then reads as a visible darker/\n // brighter scar line \u2014 the horizontal striations on\n // walls, stripes on roofs, visible triangulation reports\n // across every CSG kernel we have tried (legacy BSP,\n // Manifold).\n // * cross(dpdx, dpdy) of world position evaluates to the\n // EXACT face normal in the fragment shader. Every\n // fragment on a flat face \u2014 across an arbitrarily-fine\n // triangulation \u2014 gets the IDENTICAL normal, so coplanar\n // splits become invisible by construction. No CPU-side\n // welding, smooth-grouping, or coplanar-face merging\n // fixes the symptom as cleanly.\n //\n // Trade-off: genuinely curved surfaces (cylinder tessellations,\n // BSpline approximations) shade with visible facets. For BIM\n // that's acceptable \u2014 curved surfaces are < 5 % of typical\n // model triangle count and the faceting matches CAD-tool\n // (Revit, ArchiCAD) on-screen behaviour at default quality.\n //\n // We still fall back to the vertex normal when derivatives\n // are unavailable (extreme polygon degeneracy where dpdx /\n // dpdy collapse to zero \u2014 practically never on real geometry).\n let faceN = cross(dpdx(input.worldPos), dpdy(input.worldPos));\n let fLen2 = dot(faceN, faceN);\n var N: vec3<f32>;\n if (fLen2 > 1e-10) {\n N = faceN * inverseSqrt(fLen2);\n } else {\n // Degenerate derivative \u2014 fall back to the vertex normal\n // if it's populated, else +Y.\n N = input.normal;\n let nLen2 = dot(N, N);\n if (nLen2 > 1e-6) {\n N = N * inverseSqrt(nLen2);\n } else {\n N = vec3<f32>(0.0, 1.0, 0.0);\n }\n }\n\n // Stabilize the SIGN of the derivative face normal with the vertex\n // normal. The screen-space cross product gives the exact face\n // normal DIRECTION for coplanar strips (the scar-line fix), but at\n // grazing angles its SIGN becomes numerically unstable per quad \u2014\n // hemisphere/rim lighting then band-flips across large regions of\n // flat walls/slabs (diagonal lighter/darker bands). The interpolated\n // vertex normal is quad-noise-free, so use it only to orient N.\n // Guard: skip when the vertex normal is missing or nearly\n // perpendicular to the face normal (unreliable witness).\n let vN = input.normal;\n let alignDot = dot(N, vN);\n if (alignDot * alignDot > 0.03 * dot(vN, vN)) {\n N = N * sign(alignDot);\n }\n\n // Lighting environment \u2014 sun/hemisphere/exposure come from the\n // global env uniform (defaults reproduce the historic hardcoded\n // values); fill + rim directions stay fixed in view-agnostic\n // world space as stylistic shaping lights.\n let sunLight = env.sunDirection;\n let fillLight = normalize(vec3<f32>(-0.5, 0.3, -0.3)); // Fill light\n let rimLight = normalize(vec3<f32>(0.0, 0.2, -1.0)); // Rim light for edge definition\n\n // Hemisphere ambient\n let hemisphereFactor = N.y * 0.5 + 0.5;\n let ambient = mix(env.groundColor, env.skyColor, hemisphereFactor) * env.ambientIntensity;\n\n // Two-sided sun light so inner faces (I-beam channels) stay visible\n let NdotL = abs(dot(N, sunLight));\n let wrap = 0.3;\n let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * env.sunIntensity;\n\n // Fill light - two-sided\n let NdotFill = abs(dot(N, fillLight));\n let diffuseFill = NdotFill * env.fillIntensity;\n\n // Rim light for edge definition\n let NdotRim = max(dot(N, rimLight), 0.0);\n let rim = pow(NdotRim, 4.0) * env.rimIntensity;\n\n var baseColor = input.color.rgb;\n\n // Detect if the color is close to white/gray (low saturation)\n let baseGray = dot(baseColor, vec3<f32>(0.299, 0.587, 0.114));\n let baseSaturation = length(baseColor - vec3<f32>(baseGray)) / max(baseGray, 0.001);\n let isWhiteish = 1.0 - smoothstep(0.0, 0.3, baseSaturation);\n\n // Darken whites/grays more to reduce washed-out appearance\n baseColor = mix(baseColor, baseColor * 0.7, isWhiteish * 0.4);\n\n // Combine all lighting. Keep the lighting term separate so the\n // selection highlight can reuse it (re-light a blue albedo) without\n // the base material colour bleeding through.\n let lightTerm = ambient + env.sunColor * diffuseSun + vec3<f32>(diffuseFill + rim);\n var color = baseColor * lightTerm;\n\n // flags.x is a bitfield:\n // bit 0 (value 1) = isSelected \u2192 selection-highlight + force opaque\n // bit 1 (value 2) = isOverlay \u2192 color-override pass; preserve\n // baseColor.a (overlay pipeline has\n // src-alpha blending) AND skip the\n // glass-fresnel branch so low-alpha\n // ghost tints don't pick up the\n // near-white reflection tint meant\n // for real glass materials.\n // Selected via the per-draw flag (flat path) OR the per-occurrence flag\n // (instanced path \u2014 vs_instanced reads it from the instance buffer).\n let isSelected = ((uniforms.flags.x & 1u) == 1u) || ((input.instSelected & 1u) == 1u);\n let isOverlay = (uniforms.flags.x & 2u) == 2u;\n\n // Selection highlight \u2014 a blue albedo RE-LIT by the scene lighting.\n //\n // We override the material albedo with selection-blue and re-light\n // it with the SAME lightTerm used for unselected surfaces, then\n // discard the view-dependent (fresnel) term below. Two requirements\n // are in tension and this satisfies both:\n //\n // * No base-material bleed-through. The old fresnel-glow mix left\n // ~80 % of the lit object colour visible at face centres (the\n // green-site / red-roof wash-out). Here the base colour never\n // enters the result \u2014 only lightTerm (geometry/light, colour-\n // independent) modulates the constant blue albedo.\n // * Facet/crease structure must survive. A single FLAT colour\n // (the previous fix) collapsed every face to the same blue, so\n // internal edges \u2014 which read as the per-face shading STEP, not\n // just the faint screen-space edge line \u2014 disappeared on\n // selection. Re-lighting keeps that per-face brightness step, so\n // creases read on the highlight exactly as they do unselected.\n //\n // The luminance of lightTerm is remapped by a multiplicative gain\n // (which preserves the per-face brightness RATIOS, so creases read\n // as strongly as on the unselected surface) calibrated so a sunlit\n // face hits full selection-blue, with a floor/ceiling clamp so\n // shadowed faces only dim and bright scenes never wash out.\n if (isSelected) {\n let shadeLum = dot(lightTerm, vec3<f32>(0.299, 0.587, 0.114));\n let shade = clamp(shadeLum * 1.55, 0.45, 1.2);\n color = vec3<f32>(0.3, 0.6, 1.0) * shade;\n }\n\n // flags.x bit 5 (value 32) = EMPHASIZE overlay: render the colour\n // override FULLY UNLIT and saturated (no lighting attenuation, no\n // wash-to-white) so the focused clash pair reads as a solid, vivid,\n // distinct colour that pops against the lit model \u2014 like a clash tool.\n // A faint normal-based shade keeps the silhouette from going flat. (#1277)\n let emphasizedOverlay = isOverlay && (uniforms.flags.x & 32u) != 0u;\n if (emphasizedOverlay) {\n let facet = 0.85 + 0.15 * abs(dot(N, normalize(vec3<f32>(0.3, 1.0, 0.2))));\n color = baseColor * facet;\n }\n\n // Beautiful fresnel effect for transparent materials (glass)\n // Skip when selected \u2014 the glass shine and desaturation wash out the\n // blue highlight, making it appear white instead of blue.\n // Also force alpha to 1.0 for selected objects so the highlight is\n // fully opaque (the selection pipeline has no alpha blending).\n // Emphasized clash overlay paints a SOLID vivid fill (force opaque) so\n // it isn't blended down to a pale tint against the geometry beneath.\n var finalAlpha = select(input.color.a, 1.0, isSelected || emphasizedOverlay);\n if (finalAlpha < 0.99 && !isSelected && !isOverlay) {\n // Calculate view direction for fresnel\n let V = normalize(-input.worldPos);\n let NdotV = max(dot(N, V), 0.0);\n\n // Enhanced fresnel effect - stronger at edges (grazing angles)\n // Using Schlick's approximation for realistic glass reflection\n let fresnelPower = 1.5; // Higher = softer edge reflections\n let fresnel = pow(1.0 - NdotV, fresnelPower);\n\n // Glass reflection tint (sky/environment reflection at edges)\n let reflectionTint = vec3<f32>(0.92, 0.96, 1.0); // Cool sky reflection\n let reflectionStrength = fresnel * 0.6; // Strong edge reflections\n\n // Mix in reflection tint at edges\n color = mix(color, color * reflectionTint, reflectionStrength);\n\n // Add realistic glass shine - brighter at edges where light reflects\n let glassShine = fresnel * 0.12;\n color += glassShine;\n\n // Slight desaturation at edges (glass reflects environment, not just color)\n let edgeDesaturation = fresnel * 0.25;\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n color = mix(color, vec3<f32>(gray), edgeDesaturation);\n\n // Make glass more transparent (reduce opacity by 30%)\n finalAlpha = finalAlpha * 0.7;\n }\n\n // Exposure adjustment (historic default 0.85 darkens overall)\n color *= env.exposure;\n\n // Contrast enhancement\n color = (color - 0.5) * 1.15 + 0.5;\n color = max(color, vec3<f32>(0.0));\n\n // Saturation boost - stronger for colored surfaces, less for whites\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n // More saturation for colored surfaces. isWhiteish is derived from\n // the base material colour, so for a SELECTED object it would leak a\n // material dependence into the highlight (breaking the no-bleed-\n // through contract). The selection blue is a fully-saturated colour,\n // so force the colored-surface boost (1.4) when selected \u2014 keeping\n // the highlight identical regardless of the underlying material.\n let satBoost = select(mix(1.4, 1.1, isWhiteish), 1.4, isSelected);\n color = mix(vec3<f32>(gray), color, satBoost);\n\n // ACES filmic tone mapping\n let a = 2.51;\n let b = 0.03;\n let c = 2.43;\n let d = 0.59;\n let e = 0.14;\n color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));\n\n // Subtle edge enhancement using screen-space derivatives.\n //\n // Use the SHADED normal (face normal from dpdx/dpdy above)\n // for the normal-gradient term, not the interpolated vertex\n // normal \u2014 otherwise we get spurious dark stripes on flat\n // surfaces whose vertex normals carry numerical noise from\n // CSG output (the visible scar-line symptom would just\n // resurface here even after the lit-normal fix). With the\n // face normal, coplanar adjacent triangles agree exactly \u2192\n // zero normal gradient \u2192 no false edge; only the genuine\n // creases between perpendicular faces produce a real\n // gradient and get the intended outline.\n let depthGradient = length(vec2<f32>(\n dpdx(input.viewPos.z),\n dpdy(input.viewPos.z)\n ));\n let normalGradient = length(vec2<f32>(\n length(dpdx(N)),\n length(dpdy(N))\n ));\n\n if (uniforms.flags.z == 1u) {\n // Threshold filters subtle normal discontinuities at internal\n // triangle edges between coplanar entities in the same batch.\n let edgeFactor = smoothstep(0.02, 0.12, depthGradient * 10.0 + normalGradient * 5.0);\n let edgeIntensity = f32(uniforms.flags.w) / 1000.0;\n let edgeDarkenStrength = clamp(0.25 * edgeIntensity, 0.0, 0.85);\n let edgeDarken = mix(1.0, 1.0 - edgeDarkenStrength, edgeFactor);\n color *= edgeDarken;\n }\n\n // Gamma correction\n color = pow(color, vec3<f32>(1.0 / 2.2));\n\n var out: FragmentOutput;\n out.color = vec4<f32>(color, finalAlpha);\n out.objectIdEncoded = encodeId24(input.entityId);\n return out;\n }\n ";
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+
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|
package/dist/snap-detector.js
CHANGED
|
@@ -40,8 +40,21 @@ export class SnapDetector {
|
|
|
40
40
|
};
|
|
41
41
|
// Cache for processed mesh geometry (vertices and edges).
|
|
42
42
|
// Invalidated via clearCache(), which is called by Renderer.destroy() and
|
|
43
|
-
// RaycastEngine.clearCaches().
|
|
44
|
-
//
|
|
43
|
+
// RaycastEngine.clearCaches(). The cache holds WORLD-space geometry, and both
|
|
44
|
+
// keys below stay stable across an in-place geometry edit (a flat mesh's
|
|
45
|
+
// positions or an instanced occurrence's matrix being mutated by
|
|
46
|
+
// translateMeshesForEntity / translateInstancedEntity). So callers must invoke
|
|
47
|
+
// clearCaches() not only on model load/unload but also after any in-place
|
|
48
|
+
// mutation (gizmo move, numeric move, exploded view) — otherwise snap keeps
|
|
49
|
+
// serving the pre-edit geometry. This is identical for flat and instanced
|
|
50
|
+
// meshes; instancing adds no new staleness window.
|
|
51
|
+
//
|
|
52
|
+
// Keyed by `mesh.occurrenceKey ?? mesh.expressId`: flat meshes (one per
|
|
53
|
+
// expressId) key on the numeric id, but GPU-instanced occurrences share one
|
|
54
|
+
// expressId across many world-space placements, so they must key on their
|
|
55
|
+
// per-occurrence string key (issue #1405) — keying on expressId alone served
|
|
56
|
+
// the first occurrence's edges/vertices for every later one, so snap lit up
|
|
57
|
+
// on a single instance.
|
|
45
58
|
geometryCache = new Map();
|
|
46
59
|
/**
|
|
47
60
|
* Detect best snap target near cursor
|
|
@@ -380,12 +393,15 @@ export class SnapDetector {
|
|
|
380
393
|
* Get or compute geometry cache for a mesh
|
|
381
394
|
*/
|
|
382
395
|
getGeometryCache(mesh) {
|
|
383
|
-
|
|
396
|
+
// Instanced occurrences share an expressId but hold distinct world-space
|
|
397
|
+
// positions, so key on the per-occurrence key when present (issue #1405).
|
|
398
|
+
const key = mesh.occurrenceKey ?? mesh.expressId;
|
|
399
|
+
const cached = this.geometryCache.get(key);
|
|
384
400
|
if (cached) {
|
|
385
401
|
return cached;
|
|
386
402
|
}
|
|
387
403
|
const cache = buildGeometryCache(mesh);
|
|
388
|
-
this.geometryCache.set(
|
|
404
|
+
this.geometryCache.set(key, cache);
|
|
389
405
|
return cache;
|
|
390
406
|
}
|
|
391
407
|
/**
|